"* The sight range for all exos has been increased to 16 instead of 8, and 20 instead of 12 for the snipers."
This will help, yes, but I can get the Plasma Cannon to hit out to range 19 with just a single scope in my current game (and I can get the splash radius up to 21 with 19 attack range, bearing in mind that this is very late in the game, with ~10 days left on the counter), and all the way out to 32 range if I try to maximize the weapon range. Since I know that I can't fire BVR, I wouldn't do this, but a newer player might be unaware of this.
Having some information somewhere that tells you that you can't fire BVR would be helpful, because the only reason I took note of it was because my Plasma Cannon technically had enough range for me to use it safely, but during missions I couldn't get outside of the splash range. Could just be a hot tip the first time you put in enough components to extend the range BVR, or it could be a warning in the design screen. Alternatively, the things which boost Attack Range could additionally boost Sight Range, or you could introduce a mechanic that allows weapons other than the Shadow Torpedo to be targeted BVR (probably as a module, so that there's a trade-off in Exo power, rather than just as a "all weapons whose range exceeds visual can be targeted using sensors alone"). Another possibility is to just have the range number capped to the sight range, so if you add enough +range modules to have weapon range exceed the sight range, the listed weapon range doesn't increase beyond the sight range unless it's a weapon that can fire BVR like the Shadow Torpedo can.
I'm also slightly concerned that doubling the view range will allow me to see too much of a level at once, although that's something that I'd have to try before I can give a definite opinion on it.
"I agree with you something needs to be done there, but I'm not quite sure what. I could add that to the initial mission hot tips, I guess. But the arrow and so forth off the screen doesn't work for well over half the missions, where technically the only goal is "find the warp." For the others that have an actual intermediary goal, that would work, but I want to be consistent."
You could have the objectives update to inform the player that they now need to find the warp tile (e.g. 'Proceed to Warp Point for evacuation') for missions with an intermediate objective, or alternatively add a line at the end of the objective description that says something like "Then proceed to the Warp Point for evacuation". For missions without an intermediate objective, it could be something like "When you're ready for evacuation, proceed to the Warp Point" as a one-sentence addition to the mission objective.
I personally dislike the floating arrow that points in the direction of the Warp Point because the Warp Point is typically next to one of the mission objectives, which would make it easier for me to find said mission objective.